#version 460





layout(location = 0) in vec3 inPos;
layout(location = 1) in vec3 inSize;


out gl_PerVertex {
	vec4	gl_Position;
	float	gl_PointSize;
};

layout(location = 1) out VS_GS_VERTEX {
	vec4 vCubeSize;
	uint vInstance;
} vertex_out;


//vec3 vs[3] = {vec3(-100,-500,0), vec3(-100,500,0), vec3(500,00,0)};

void main(void) {
	vec4 p = vec4(inPos, 1.0);
	//gl_Position = mat_ProjecView[0] * mat_Model[gl_InstanceIndex] * p;
	gl_Position = vec4(inPos, 1);

	vertex_out.vCubeSize = vec4(inSize, 1);
	vertex_out.vInstance = gl_InstanceIndex;
	//gl_PointSize = 3.0;
}


